Very Nice. Thank you! It would be really cool to have an approximate estimate of where the various combos would be classified in a bit game. So for example SS - $ 30; S - $ 25; ... E +/- $ 0 for me and others who have no sense for it.
Each tier has been estimated to be worth $4-$5. But it’s really hard because combinations like Rus Innovative (which is probably worth $20 more than most S tier) can really throw things off.
Another problem is that a price can shift with the presence of a certain enemy (nordic is the easiest example)
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I use these tiers as a reference to give points bonuses and penalties. For example SS tiers would get -12 coins at the end. D tier + 8. And so on. Not perfect but better than nothing if you don't want the hassle of bidding. So there's a 24 coins differential between Militant Crimea and Togawa Mechanic mechanical for example. I might change it to 5 coins increments. SS tiers are really problematic in these calculations.
I'm interested to know how the modular board expansion affects all of this. I imagine that it would be nearly impossible to map out properly, but I wonder how well some of these F and D tier combinations would improve with a change in starting positions from game to game.
Try the usual Rusviet produce, produce, trade/deploy opening, but instead of riverwalk like they alluded to get speed. Then bring three workers and your character to the tundra tile. Spam produce three times, upgrading your deploy twice as well as enlist. At that point you have 6 metal which you can trade for 6 food while deploying your other 3 mechs. That 6 food will get you 3 of your 4 enlist as you move out looking for combats/spread/complete objective. You can get the final 2 food from when you produce to 8 workers (3 on village, 2 on farm), or from one of the 2 or 3 possible encounters you will get.
What can be an easy fix for Albion and Togawa to be more competitive? You can also include the others factions combinations that cannot be as competitive as Crimea and Rusviet. Thanks for your time. I am binge-watching all your videos man! Total fan out here
It doesn’t completely balance it. But 3 starting power for Togawa and 2 starting combat cards for Albion certainly help. Budding is the best option though across the board. It’s just tough for newer players.
I haven't played online, only a couple times in person with the family, we just shuffle and randomly deal mats and factions out so there's no telling what you'll get each play through.
I'd be curious to hear your thoughts on how the SS, S, A, etc. levels for different faction/mat combinations affect your bids. For example, what's your recommended bid between an S combination versus an S, or A vs D, etc. Is it a linear scale or something else.
4 coins per tier is often considered a benchmark. However, what else is in the game is a factor. Also, the SS combos often go for a LOT more than even the S combos because of how powerful they are and how much control they can exercise over the game.
Try: 1. Move worker to Village, char 2. Trade Metal 3. Move to Encounter (Metal/mech) 4. Trade Metal 5. Bolster > Deploy Submerge 6. Trade Metal (Produce if Got Metal) 7. Bolster > Deploy Speed 8. Move to Factory You are hoping for a mech or Metal off the encounter, but are guaranteed factory by Turn 8.
There really just isn’t enough data on those. They aren’t on the digital edition, which limits how many times they can be played, and reduces the incentive for high level players to explore their capabilities. Plus, the variable strength of factory cards certainly would dramatically affect it as well.
Hi FOMOF, just found your channel and it's awesome! I'm a new player and am learning rapidly. My question to you is: Has there been any talk from the community or designer about balance patches to make some of these bottom factions a little better? Namely Albian and Tugawa. Could also see a Saxony buff like starting with more combat or combat cards. What are your thoughts and do you know of any nice changes I could incorporate for my local games? Thanks for all your awesome content!
Hi! Here’s a link to my Discord Server. I’d recommend joining for future discussion. There are a lot of veteran players who are always willing to discuss things like this in depth. discord.gg/tsXswzQbSJ There’s also a Scythe Fan created discord server I would recommend you join. We’d love to have you join the Scythe community! discord.gg/4sPqspX
Patching it would be extremely difficult and the makers have said they are not making further changes to the game. Bidding is the way to go for balance.
Rusviet Industrial was banned a long time ago. When it was banned it was one of the only, if not the only, combination that was known to be able to win the game in 14 turns. Since then, the player base has learned to end games this quick or more quickly with lots of combinations. The SS combos can either with significantly more raw coin in 13-14 turns or end in as little as 12 turns.
So the big winner looks to be Nordic. Initially considered the worst of the original factions, it seems like players are figuring out the strenghts of them.
Not really. Lake is useless for producing, and oil is for upgrading which people don't want to go for as a star option so that's 2 hexes that are kinda useless at worst and not as viable at best. Also crossing the river to get to food and it taking 3 turns to even get there with 1 worker is super slow and then your workers are isolated from your character (protection) also, it makes you split your mech from your island or by the food which Rusviet will be coming after with more mechs than you (and they can get there in 1 turn and then again even if they lose a combat because they can repeat turns). If nordic loses a food hex combat, it's 6 turns to get back even with speed mech & lake walk
Obligatory spoiler warning for Rise of Fenris. I have like no idea bout competitive scythe but still am curious about some things. I know they aren't available in the digital edition and don't seem too present in general play but I'm curious how the two factions from RoF would go into this list. And I guess related to that - how much much of the factions strength does come from their starting position and resources?
I've been wondering the same thing, but I can't seem to find anyone else talking about it. It seems like they would be really strong if you could choose where to start based on your player mat (can't remember if that's actually how it works) I think the starting location plays a big role in a faction's strength. I also wish the air ships and modular board would make it's way into competitive play. I feel like those elements would add a lot of depth and variety into the strategy.
In fairness to the creators, almost any asymmetric game that gets played as much as this one is going to have some imbalances. But yes, this is why bidding becomes important.
This is such a great resource backed by such sound analysis! Great work!!
Joy has a face?! Great video guys, keep up the good work
Great work guys, thanks!!
Well that is some masterful analysis right there!
Very Nice. Thank you! It would be really cool to have an approximate estimate of where the various combos would be classified in a bit game. So for example SS - $ 30; S - $ 25; ... E +/- $ 0 for me and others who have no sense for it.
Each tier has been estimated to be worth $4-$5. But it’s really hard because combinations like Rus Innovative (which is probably worth $20 more than most S tier) can really throw things off.
Another problem is that a price can shift with the presence of a certain enemy (nordic is the easiest example)
I use these tiers as a reference to give points bonuses and penalties. For example SS tiers would get -12 coins at the end. D tier + 8. And so on.
Not perfect but better than nothing if you don't want the hassle of bidding.
So there's a 24 coins differential between Militant Crimea and Togawa Mechanic mechanical for example.
I might change it to 5 coins increments. SS tiers are really problematic in these calculations.
I'm interested to know how the modular board expansion affects all of this. I imagine that it would be nearly impossible to map out properly, but I wonder how well some of these F and D tier combinations would improve with a change in starting positions from game to game.
is that ever going to be in scythe digital?
I'm one of those people who have struggled with Rus Eng. Seeing it as S tier makes me feel I have a lot of work to do.
Try the usual Rusviet produce, produce, trade/deploy opening, but instead of riverwalk like they alluded to get speed. Then bring three workers and your character to the tundra tile. Spam produce three times, upgrading your deploy twice as well as enlist. At that point you have 6 metal which you can trade for 6 food while deploying your other 3 mechs. That 6 food will get you 3 of your 4 enlist as you move out looking for combats/spread/complete objective. You can get the final 2 food from when you produce to 8 workers (3 on village, 2 on farm), or from one of the 2 or 3 possible encounters you will get.
What can be an easy fix for Albion and Togawa to be more competitive? You can also include the others factions combinations that cannot be as competitive as Crimea and Rusviet. Thanks for your time. I am binge-watching all your videos man! Total fan out here
It doesn’t completely balance it. But 3 starting power for Togawa and 2 starting combat cards for Albion certainly help. Budding is the best option though across the board. It’s just tough for newer players.
I haven't played online, only a couple times in person with the family, we just shuffle and randomly deal mats and factions out so there's no telling what you'll get each play through.
I'd be curious to hear your thoughts on how the SS, S, A, etc. levels for different faction/mat combinations affect your bids. For example, what's your recommended bid between an S combination versus an S, or A vs D, etc. Is it a linear scale or something else.
4 coins per tier is often considered a benchmark. However, what else is in the game is a factor. Also, the SS combos often go for a LOT more than even the S combos because of how powerful they are and how much control they can exercise over the game.
Can I please have a jpg or pdf of this updated chart? Many thanks for your outstanding work.
Add me on Discord and I’ll send you a PDF. I’m FOMOF#2746
belovedpacifist.com/tiers
Polania Mechanical needs to be re-evaluated. IMHO, that is by far the hardest Polania mat.
Try:
1. Move worker to Village, char
2. Trade Metal
3. Move to Encounter (Metal/mech)
4. Trade Metal
5. Bolster > Deploy Submerge
6. Trade Metal (Produce if Got Metal)
7. Bolster > Deploy Speed
8. Move to Factory
You are hoping for a mech or Metal off the encounter, but are guaranteed factory by Turn 8.
Will there ever be a tierlist with the other 2 factions not listed here?
There really just isn’t enough data on those. They aren’t on the digital edition, which limits how many times they can be played, and reduces the incentive for high level players to explore their capabilities. Plus, the variable strength of factory cards certainly would dramatically affect it as well.
Hi FOMOF, just found your channel and it's awesome! I'm a new player and am learning rapidly. My question to you is: Has there been any talk from the community or designer about balance patches to make some of these bottom factions a little better? Namely Albian and Tugawa. Could also see a Saxony buff like starting with more combat or combat cards. What are your thoughts and do you know of any nice changes I could incorporate for my local games? Thanks for all your awesome content!
Hi! Here’s a link to my Discord Server. I’d recommend joining for future discussion. There are a lot of veteran players who are always willing to discuss things like this in depth. discord.gg/tsXswzQbSJ There’s also a Scythe Fan created discord server I would recommend you join. We’d love to have you join the Scythe community! discord.gg/4sPqspX
If rusviet and crimea is this strong and others like togawa is so low tier, why it is not patched somehow?
Patching it would be extremely difficult and the makers have said they are not making further changes to the game. Bidding is the way to go for balance.
Why isn't Rusviet Industrial ss-tier when it's a banned combo for being too op? I've been wondering about that a long time.
Rusviet Industrial was banned a long time ago. When it was banned it was one of the only, if not the only, combination that was known to be able to win the game in 14 turns. Since then, the player base has learned to end games this quick or more quickly with lots of combinations. The SS combos can either with significantly more raw coin in 13-14 turns or end in as little as 12 turns.
Can you please explain what "SS" And "S" mean?
Usually “superb” or “super.” SS is the best, then S.
Hello new friend good luck 🙏🌹
Hey! Thanks for doing and making these. Has this tier list changed since November?
No, we haven’t updated it in a while. It’s probably due some tweaks.
So the big winner looks to be Nordic. Initially considered the worst of the original factions, it seems like players are figuring out the strenghts of them.
Not really. Lake is useless for producing, and oil is for upgrading which people don't want to go for as a star option so that's 2 hexes that are kinda useless at worst and not as viable at best.
Also crossing the river to get to food and it taking 3 turns to even get there with 1 worker is super slow and then your workers are isolated from your character (protection) also, it makes you split your mech from your island or by the food which Rusviet will be coming after with more mechs than you (and they can get there in 1 turn and then again even if they lose a combat because they can repeat turns). If nordic loses a food hex combat, it's 6 turns to get back even with speed mech & lake walk
Obligatory spoiler warning for Rise of Fenris.
I have like no idea bout competitive scythe but still am curious about some things.
I know they aren't available in the digital edition and don't seem too present in general play but I'm curious how the two factions from RoF would go into this list.
And I guess related to that - how much much of the factions strength does come from their starting position and resources?
I've been wondering the same thing, but I can't seem to find anyone else talking about it. It seems like they would be really strong if you could choose where to start based on your player mat (can't remember if that's actually how it works) I think the starting location plays a big role in a faction's strength.
I also wish the air ships and modular board would make it's way into competitive play. I feel like those elements would add a lot of depth and variety into the strategy.
Such a pity that the game is not ballanced
In fairness to the creators, almost any asymmetric game that gets played as much as this one is going to have some imbalances. But yes, this is why bidding becomes important.